Reptile VS kung lao
I think it's a very Annoying matchup. At first i used to think it's like 7 -3 favored Kung lao. Latter on after knowin kung as well as the two major nerfs (4,2 EX hat) and (corner combos), kung lao can be somehow tolerable. I would say for now, the match is 4.5- 5.5 Kung favor. Exclude online matches if possible, online matches can make Kung lao matchup either 50/50 or 70/30 Kungs favor to be honest lol (depends on the player knowing that he can pressure and punish or not). here are my personal Opinion against Kung's Matchup.
What can reptile do against Kung:
The major problem to rep, is that Kung is very well balanced. He has a good air control, good offensive game, anti air, teleport mind games,Fireball game and good combos in general. Though, Leave Kung lao Far away and Rep is doomed! go recklessly offensive on Kung, and rep can eat Spins. So lets talk first about air game.
Air game:
-Kung lao Shuts reptile in air ofcourse, whether a jump in or forceball punish or even escape. Best solution i found so far is EX acid hands.it sometimes even escapes ground Regular Spins.
-Rep EX FB charged in place, can stuff in Kung lao's Dive kicks leading to combos.
-Other than that, your best answer is to force Kung to throw Projectiles from far away. Escaping dive kicks by Elbow dash is a good decision in most of the situations.
Ground game:
-Kung lao Projectile are nasty. This is were it shuts rep to zone in. Though a mistake kung lao's always do is teleport when rep get close! very wrong. Rep can simply Elbow dahs punish(ex) or escape.
-Wake up spin is REALLY annoying against rep. It shuts his non backed up EX SFB mix ups as well as punish severly. basically to counter that with rep, is Baiting those Spins. once you do, cr+4 Acid hands do wonders. Also cr+4 acid hand stuffs Regular spin if done from far distance.
-To counter Kung lao, As soon as you get a chance to knock him down force pressure by EX SFB mix ups. this will shut Kung lao from preforming any Spin on wake up. Also dont worry, Kung lao X ray doesnt help him escape EX SFB mix ups!
-his multiple hits combo is punishable by EX Elbow Dash or regular. though it hurts due to the massive Block string hit percentage! doesnt mean you can punish them after
-Dont ever jump aimlessly on Kung lao if your close by! Always EX SFB or stay far away. Spin owns rep, and dive kick is anti jump to jump.
Kung lao pressure:
-dont fall into 1,1,2 ~ spin trick on guard pressure! it's nasty. All wut kaung need to do is 1,2,2 and Med mix ups or a 1,1,2 pokes into throw/ spins. All i can tell u is,wish to god for him to throw instead (so rep can break it) or a god timing of EX ED or even a slight poke to get him off you and waste his spin by being blocked (or whiffed)
-other reason why his Strings into throw is nasty is because, they will put rep in 50/50 chance gussing. his throw is annoying were he can safely teleports to get closer.... ED can punish! which lead to Rep FB mix ups.
-IN general Kung lao's Offensive game is really good against rep and hard to escape. So it's a 50/50 chance of escape if your getting pressured.
-Remember one whiffed Spin and reptile and change the route.
-REP PLAYERS. DONT SPAM DASHS! kung always tries to bait Rep into doin regular ED. whether to block it or wait for you to jump and spin
-His two link kicks (i guess d+4,4?) can be punished! though watch the spin bait. EX ED can put u to safty. I believe Every kung like to use that in corner? it's nasty though
-Cr+4 ~ acid hand without backup is good WHEN HE DOESNT HAVE METER ONLY. also, Cr+4 stuff in, never stuff when in close! must be at range.
Projectile Game:
-Never play that with Kung lao's Unless you want them to teleport or dive kick! kung being offensive is way better than complete projectile spams. You can actually bait kung lao's teleport and even sometimes punish there Teleport 3 (the chain kick to combo), Fully charging EX FB will catch their leg , though not the EX Teleport version.
-Beside that, try to zone in close slowly forcing Kung to teleport or dive kick. Once they do, Elbow dash punish or escape. If they dive kicked then try next time to put an EX FB in.
-if you want to play fireball games, only when they bait one of two fireballs and then try to aimlessly get close by dive kicks! this is when you take control with regular FB, EX Fb for combos (and re mix up with EX SFB after) or Acid spit. all of those can help you in gettin closer to kung lao.
Over all Kung weakness:
-Chars that turtles and far away zoners. Like Kabal! The reaosn in my opinion is the Air fireball and good ground game. I guess Kitana and cyrax as well can do really good jump against Kung.
This matchup is toward kungs favor in my opinion...Hopefully i will leanr more stuff that will make this match up not as bad as i might think. Though one important point to rep players. This is a complete ground baiting game! patiency is the key.
EXTRA:THANK GOD they removed Kung lao's Ground hat spin into Teleport mix up! cause it was nasty. though this fact that it can be used in a combo, is way annoying. For rep to escape it is simply play dead and roll away or EX slide at correct timing on teleports.
* the kung mix up used to be, spin, jump kick~ dive kick, f+3 ~ EX ground hat (hold button)~ Teleport and then release button(2 to throw hat) and press 4 .
Now it changed to
Spin, Jump kick~ dive kick, dash in 2~ EX ground hat (hold button) / Teleport (release 2)
That's all wut i have for now. I am currently still learning the match.
thnx for reading
* i posted that on MKU. i think this matchup is very annoying...i would rate it 6-4 kungs favor or 4.5 - 5.5 Kungs favor. it's hard. All depend on baiting Kung to whiff and bait his fail SPins and teleport! that would be rep's major concern. It's like Ryu in SSF4! force him to Shoryu and fail reverse of fail footsies , once they discovered they fail at these attempts they will stop using such moves! once they do that, Put the pressure on.
Same thing exactly, applies to Kung!